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give-me-tips - explain any senpi tip, in depth

packages/omo-senpi/skills/give-me-tips/SKILL.md

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give-me-tips - explain any senpi tip, in depth

Purpose

Senpi shows the user tips: startup tips, working tips, and Tip: lines injected by omo components. When the user asks about any of them - "what was that Tip: line", "what does this tip mean", "how does that feature work" - this skill produces a DEEP explanation of that exact tip, in the USER'S language (match the language they asked in, always).

Specific over generic, every time. "It retries on failure" is a failure of this skill. "It detects the refusal from the stopDetails on the assistant message_end event, gates on the architect category in your .omo/omo.json, and only then injects the directive" is the bar. The user asked because the tip made them curious; reward that curiosity with the real mechanism, not a summary of the tip text they already read.

Query the live tip list FIRST

Never explain from memory. Get the ground truth of what tips exist:

  1. Run senpi --list-tips. It prints JSON: [{id, text, requiresCommand?}]. Match the user's tip against this list by id or by text fragment.
  2. If the flag is unavailable on this senpi version, fall back to reading the catalog sources directly at packages/coding-agent/src/modes/interactive/tips/catalog/ inside the installed @code-yeongyu/senpi package (find it via the senpi install path or node_modules) or in a local clone of code-yeongyu/senpi.

Then - and this is the part most explanations get wrong - available tips DIFFER per user. The catalog is the superset; what THIS user can actually see is gated by:

  • the tips toggle in the senpi agent dir settings.json (tips can be off entirely),
  • tipsHistory in that same settings/state, which drives cooldown rotation so a tip the user saw recently will not reappear for a while,
  • requiresCommand gating: a tip tied to a command only shows when that command is available,
  • keybinding availability: some tips reference bindings the user's setup may not have.

Read the senpi agent dir settings.json (and its tips history state) BEFORE explaining, and tell the user which tips they personally can encounter and why - not the full catalog as if everyone sees everything.

Verify before explaining

Never invent behavior. A tip is a one-line promise; the truth lives in code. Before writing the explanation, read the actual feature implementation:

  • senpi itself: code-yeongyu/senpi, under packages/coding-agent/ (the tips catalog lives at packages/coding-agent/src/modes/interactive/tips/catalog/; the features the tips point at live in the surrounding packages),
  • omo components: code-yeongyu/oh-my-openagent, under packages/omo-senpi/.

Cite the concrete file paths you read in your explanation. If the code and the tip text disagree, the code wins - say so and show what it actually does.

Tone: BRAG

These tips exist because someone engineered something genuinely impressive, and a flat doc summary betrays that. Lead with the most impressive engineering behind the tip - the clever detection, the race that had to be closed, the state machine hiding under one sentence - and showcase it. The user should finish the explanation feeling like they got a tour of the engine room, not a sticker reading. Concrete mechanics over adjectives: name the events, the gates, the file paths, the exact order of operations.

The Fable-5-refusal tip specifically

When the user asks about the tip that appears after a Fable 5 refusal ("Fable 5 refused, but its refusals should not wear you down..."), explain the full fallback-architect pipeline, citing packages/omo-senpi/src/components/fallback-architect/:

  1. Refusal detection (detection.ts): the component watches message_end events and applies the same refusal semantics senpi's own retry classifier uses - stopReason checked FIRST (so an abort or normal stop carrying stale stopDetails can never masquerade as a refusal), then stopDetails of type refusal/sensitive, plus the Anthropic usage-policy errorMessage pattern for provider-side blocks that carry no stopDetails at all.
  2. Architect category gate (architect-gate.ts): on a model_select with source "fallback" moving AWAY from claude-fable-5 with a refusal pending, the component checks the user's own omo config for an active architect category. No architect category, no nudge - the feature never pretends depth is reachable when it is not.
  3. Hidden directive (directive.ts, customType omo-fallback-architect:directive, display:false): the fallback model gets a hidden 5-step playbook - decompose the problem, consult task(category: "architect") with one self-contained query per part (the architect consultant IS Fable 5, reached through a lane its refusal cannot block), run independent consultations in parallel, and split refused queries into smaller benign sub-questions instead of resending. The directive also tells the model the user was shown the visible tip, so the two never contradict each other.
  4. Visible tip (tip-message.ts, customType omo-fallback-architect:tip, display:true): rendered as a dim Tip: block via a registered message renderer. It names the ACTUAL fallback model the session landed on, reassures the user that the refused question is still being reasoned through in essence, and notes Fable-5-grade depth stays reachable through the architect category.

The engineering worth bragging about: the refusal never deletes the user's question. Detection arms on the exact assistant message that preceded the switch (a later successful answer disarms it), reminders ride inside queued prompts instead of burning extra assistant turns, and the whole nudge self-cancels the moment Fable 5 becomes the active model again or senpi reverts the fallback. One refusal triggers a coordinated downgrade in visibility with zero downgrade in reachable reasoning depth.